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    Exalted Compendium : Items of Wonder 02JAN02 Page 1

    www.exaltedcompendium.com

    Items of wonder

    Last updated :

    1st day of the Ascending Water Realm Year 769

    1st January 2002

    Document Maintained by Silesia DeuMachinusEmail : [email protected] ICQ # : 7102371

    LAST Item ADDED : Lathan al Mriete

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    ARMOUR

    Cloak of Darkness  

    write by Adrien

    Description :

    This artifact of the Underworld's origins are unknown, but it issaid to be woven from some shadowy vine that grew around

    the river Styx, and bound with the Dark Sorcery of the Yozi

    Princes.

    With the Cloak, the Deathknight Abbraxus (its current

     possessor), has proclaimed himself a DEATHLORD - much tothe chagrin of the True Deathlords. Still, the Cloak's power is

    great enough that they have not yet ended his existence in

    Creation for his pride.The Cloak is not only worn - it mystically bonds with the

    owner permanently. After which, the possessor transforms into

    a morphic shadow - a creature of literal darkness, like living(or unliving?) oil or smoke...

    System :

    The cloak permanently reduces the owners appearance to 0,

     but grants +4 to all intimidation checks.It also grants:

    +2 to Dodge

    +2 Strength (even if this puts it over 5)

    10 Bashing, 10 Lethal soak (any attack that does less causes NO damage - the character simply "flows" around the attack)

    Plus, the character moves as if under the PERMANENT

    EFFECT of Flow Like Blood.The Cloak makes the shadow body morphic (able to

    transform) - as such the body can create all kinds of weapons

    from the shadowplasm (all weapons have a speed:+3, and a

    Damage of +5L; use martial arts or melee to attack). As well,it can "grow" in other ways - wings for flight, ooze throughcracks in doors... etc. Kind of T2 effects, save that the overall

    mass of the owner cannot grow or shrink, and he is always an

    inky shadow.Finally, the last known power of the cloak (though not known

     by many), is its most horrific. It allows the owner to POSSESS

    a victim (as per the spirit charm). To do so, the owner physically enters the victim's body - through the eyes, nose,

    ears, mouth, wounds, etc. The effect is intesely painful and

    traumatic to the victim, and he or she will gain a derrangement

    following the ordeal (should they ever be freed and live...).

    Other than that, it functions exactly like spiritual possession.

    If there are other powers of the cloak, they have not yet beenrevealed. Fortuanately, there is only one cloak known. Should

    its current possessor be slain, the cloak dissipates, transporting

    itself back into the bowels of the underworld. Only there can it be taken possession of by a new owner

    Dreaming Armor, (The)  

    write by Aidoruboi

    Description :

    The Dreaming Armor is not a traditional armor. It does not

    come in pieces, but rather in a dark liquid form that is said to

     be drawn from the mysterious depths of a well found in the

    core of the Imperial Mountain Itself. Some say that thelegends of the Armors creation are mere lies, that the Armor

    was actually a creation of the Fair Folk or a sorcercer of the

    Lunar Exalted. Some say it's just some curiousity of the Wyld perhaps a Creature of some sort. Still other's claim that it may

     be an artifact of the First Age, but one thing is true: It's origins

    are as mysterious as the armor itself.Called the DreamingArmor, because of it's ability to tap into the subconscious will

    of it's owner, it is well-known as a both a terrifying weapon

    and a great defencive tool.

    Calling on the Armor: Using the armor calls only for a person

    to will the armor into effect. Because the Dreaming Armor canonly be bound to a single person at a time, and litterally

    disappears into the body of it's owner, there is no reason for

    the owner to worry about ever losing it. Once bonded with a person, the Dreaming Armor can never be removed while tha

     person still lives and breathes.Appearance: The Dreaming Armor appearance varies from

     bearer to bearer. Under the Snow Crane Prince Empheon, aFair Folk Noble, the Dreaming Armor took the form of

    flawless Ivory armor with stylized, exquisitly etched plating

    delicate and almost ethereal chain link and decorated with a

    flowing cape made of the long feathers of a snow crane

    However, the Armor never takes on the same appearancetwice, even under the same bearer, although it does seem to

    remain in theme with the person bound to it's true nature.

    System :

    The Armor works as Articulated Plate for damage protection

    with a Mobility Value of -1 and a Fatigue rating of 0. TheDreaming Armor requires a commitment of 8 Essence to be

     bonded to it's wearer.

    Powers:

    This First Power of the Armor is only avaiable to Wearer that

    have a Essense of 3 or higher. Upon dawning the Armor andsummoning it into use, the wear has the power of shift parts o

    the armor in weaponry at the cost of Essene motes. For every

    5 motes of Essense spent, the Character creates weaponry witha 3L of damage. A character may create up to two times their

    Essence Rating in weapons. All damage caused by the

    Armor's weaponry does Lethal and the Armor's weaponry

    cannot damage it's wearer. An example: In a Battle between

    the Snow Crane Prince and his Dire Enemy, in which thePrince willed his cape of feathers to take on a diamond edge

    on all it's many long feathers. This Act aided to the battle, as i

     provided the Prince with a third method of attack.

    The Second Power is only avaiable to wearers that have anEssense 4 or higher. This power is a limited for of the

    Shapeshift Rede, allowing the wear to create shapeshiftingillusions while using the armor. These Illusions are simular to

    the Anima Power of Dawn Caste Solars, in their ability to

    terrify the enemy. Such Illusions cost 3 motes of Essense per

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    use, and last for a Scene or until the Wearer of the Armor

    allows the Illusion to disipate.

    Dreamsong Strider  

    write by MorgensturnDescription :

    During the war against the enemies of the gods, the Exalted

    often found themselves fighting enormous Behemoths. Inorder to even the odds against the Behemoths` huge size,

    formidable weapons and tough hide, the Exalted created 20`

    tall magical armors called Warstriders.After the first couple of Warstriders were created, the Exalted

    realized that this weapons have great flaws, Especialy the need

    for a large workshop and large amounts of expensive materials

    to maintain the Warstriders, and the difficulty and cost of

    forging weaponry large enough for them to use.Following this, the Exalted sorcerers set out to design a better

    version.

    Using the help of friendly Fae, the Exalted startedexperimenting with Glamour, eventualy designing the

    Dreamsong Strider. Alas, the designing process took manycenturies, and the new Striders weren`t created in time to help

    in the war, and due to the great costs involved in building one,the project was closed and no mention is made weather any

    such armor was ever made, nor was any made in the 2nd age,

    as no Fae could be found who`d agree to help.

    System :If any were actually created, this artifacts would look and

     behave just like an ordinary Artifact articulated plate of any of

    the 4 original magical materials, except for a Hearthstonemount.

    If a Hearthstone of at least level 4 is placed in the mount, the

    Strider can be activated.By expending 15 essence motes, a Warstrider made ofGlamour will appear around the wearer,instantly properly

    worn and attuned. the Warstrider will remain untill banished

     by the wearer, and has all the stats of a Royal Warstrider. The

    essence is commited until the Glamour endsAdditionaly, any weapon carried by the wearer can be

    transformed to Strider size by spending 10 motes. This motes

    are also commited.Maintaining the Strider is just like maintaining a normal

    Warstrider, except that the Strider can be maintained in it`s

    armor mode, requiering smaller tools(can fit inside a

     backpack) and fewer materials(resources 2 per 40 hours, can

    fit in a backpack).The maintainance nust still be made by a qualified craftsman

    (lore 4 crafts {metalworking} 3 occult 3)

    Glory Shirt 

    write by Winteredge

    Description :These thin shirts were woven from one of the five magical

    metals. They were light, and extremely comfortable. The

    method of making them has been long lost, and they are nigh-

    impossible to reproduce in the current age. Each Glory Shirt

    feels to the touch like the softest silk.

    System :

    When the shirts are attuned and essence (4 points) arecommitted to their use, they become impossibly light. Wearers

    of the Glory shirt find that the shirt (if punctured) mends itsel

    when worn. Wearers gain 1B and 5L soak. This soak ismagical in nature and cannot be bypassed with the use of

    attacks that would normally ignore armor. By expending 5

     points of essence into the Glory shirt, the wearer may use theitotal bashing soak to soak lethal attacks for a number of

    rounds equal to their Essence trait. This can be performed

    reflexively at any time when the wearer is aware that they are

    about to be struck or simply when they expect that being

    struck is a possibility. Because the Glory Shirt is so thin andlight, it may be worn below other types of armor allowing

    soak bonuses to stack.

    Hardskin Bracers  

    write by WinteredgeDescription :

    These bracers are large bands of magical metal worn as a pairaround both hands. They are slightly large, and their weigh

    takes a bit of getting used to.

    When activated, the wearer's skin begins to take on a slight

    sheen similar to that of the type of the bracers themselvesThis effect is most obvious at the wearer's hands which may

    appear to totally transform into the metal of which the bracers

    are made.System :

    Stoneskin bracers have the same abilities as those provided by

    Hearthstone bracers in the core book on page 338. Thesehowever, have an additional power.

    By expending 5 motes of essence, an Exalted character

    wearing these bracers may take on the hardness of the metals

    of which the bracers are made. This effect lasts for a scene,during which the character gains the following benefits:

    1. The wearer gains an additional 2 soak to bashing and lethadamage.

    2. The attacks upon the wearer are made at +2 difficulty.

    3. The wearer may parry lethal attacks with their hands, and

     perform lethal attacks with their bare hands. Both hardskin

     bracers must be worn in order to use these effects (simplywearing one won't work). Both hardskin bracers have a setting

    for a single hearthstone.

     Note: This artifact was created in compliance with the Book oThree Circles guide to artifact creation.

    Lunar Deception Buckler 

    write by Winteredge

    Description :

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    Appearing as litle more than a small circular disk of

    moonsilver, sometimes alloyed with other magical metals, the

    Lunar Deception Buckler was a common item of protection

    created by Lunar Exalted in the first age and given as gifts to

    their Exalted companions. Many of these items bear designsworked into them, such as spiral patterns, or symbols

    important to the intended recipient.

    When worn, the disk fastens itself on to the back of the handof the wearer, taking on the appearance of a metalic tattoo.

    Many of these bucklers were made using Orichalcum and

    Moonsilver. These typically bear a sun symbol on them, whichtranslates to a golden colored sun tattoo when worn.

    System :

    When a character attunes themselves to the artifact, and

    commits a point of essence to its use (committment of 2 wrongmetal penalty) the buckler takes on its tatoo like state.

    Once in this state the buckler has two powers.

    The first power may be activated by the expenditure of a moteof essence. Doing so makes the user seem hazy and slightly

     blurred at the edges. This is a subtle thing which is oftenoverlooked save by those who are actively attempting to strike

    the character. All attacks on the character after activation ofthis power are made at 1 difficulty, similar to the effects of

    wearing a buckler. This does not conflict with any charms that

     prohibit the use of armor or shields.

    The second power may be only be activated when the moon is

    in the heavens, though the moon need not be visible for this power to work. It is activated for a scene by the expenditure of

    a willpower point. Once active, the character adds 2 dice to

    their Lethal, Bashing, and Aggravated Soak for the duration ofthe scene. This power does not conflict with any charms that

    specifically require the user not to wear armor, nor can its

     provided soak be bypassed by armor penetrating charms.

    Sunlight on Moonsilver 

    write by Jerinth Greywings

    Description :

     Needing excellent armor and freedom of movement together, a Night Caste assassin travelled deep into the Eastern forests

    until she found a Lunar Exalted who would take her as

    apprentice. Slowly, she came to understand some of thesecrets of working the Lunars' metal. Months of

    experimentation followed and from the forge, Sunlight on

    Moonsilver drew not only her first work in two magic

    materials, but her name as well.

    Sunlight on Moonsilver's Armor is a very delicate suit ofarticulated plate armor formed of mirror polished steel heavily

    engraved and reinforced with equal parts of orichalcum and

    moonsilver. It fits very closely to the wearer as comfortably as

    tailored clothing. The plates of the armor seem to shimmersometimes as light does on calm water.

    System :

    The armor can be attuned and worn by both Solar and Lunar

    Exalted; it performs exactly the same way for both. Through

    its moonsilver nature, the armor shifts form subtly, fitting the

    wearer so lightly and perfectly that there is no mobility or

    fatigue penalty. Through its orichalcum nature, the armor

     protects the wearer far better than such a suit ordinarily would

    (soak 10B/10L, mobility 0, fatigue 0, artifact 3, commitment9)

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    HEARTHSTONES

    Arborial Wrath, (Gemstone of)  

    write by SmaugfrostDescription :

    A plain, uncut emerald of dark Green, this gemstone is a

     powerful Boon to any Haltan warrior, or for that matter anyfighter with a penchant for wooden weapons. Believed to be

    crafted first in ancient Manses dedicated to the mighty tree

    spirit Entwold, these stones have appeared and passed through

    many different hands.

    System :

    This Hearthstone when socketted into a wooden weapon will

    cause the weapon to grow spines out from it almost as tree branches and then it will transform the weapon into a very

    dark blending of Black Ash and IronWood.

    This results in the damage increasing by +4.Rumours abound of an earth stone which produces the same

    effect in metallic or stone weapons, sprouting from themcrystalline branches of razor sharpness

    Clearsight, (Gem of)  

    write by Resplendent_Elk

    Description :

    When the bearer of this partly transparent, faceted gem

    concentrates, materials he directly looks upon appeartransparent. Ten yards of solid matter can be seen through

    under optimal circumstances, but heavy and dense materials

    are harder to see through than light materials and limit therange. The Five Magical Materials can not be seen through at

    all. The bearer of the stone can choose what to focus on with

    enough accuracy to read a letter in an envelope without

    opening it.The uses of this stone go beyond simple spying though. Aconcealed weapon is clearly visible through the flesh and cloth

    of the as-sassin, and the innards of lock mechanisms, traps and

    similar devices can be seen without disturbing them.

    System :

    Up to four dice can at the Storyteller’s discretion be added toPerception-based rolls that make use of this Hearthstone.

    Using a Gem of Clearsight limits normal vision and decreases

    all related dice pools by two. It cannot look into places or

    objects warded against scrying.

    Crackling Pines, (Manse of the)  write by Jerinth Greywings

    Description :

    Far in the northeast, near the Wyldlands and almostequidistant between the poles of Air and Wood, is one of the

    most harsh environments in Creation. In spite of the bitter cold

    of the region, life abounds amid the dense pine forests andindeed, civilization once extended from the Realm to these far

    reaches. It is here that the ancient manse of Sun Meets the

    Frost exists: The Manse of the Crackling Pines; named for the

    sound made when the Unconquered Sun's light touches the

    frozen trees.

    The seat of a First Age power, the Manse of the CracklingPines is both large and powerful. Centered in a clearing within

    a ring of huge and ancient pine trees, the Manse entrance is in

    the side of a permanent snow mound. The rest of the Manse is beneath, cut into the permanent ice and frozen ground. The

    rooms nearest the surface have ceilings of thick clear ice

    allowing bright winter sunlight within. Rooms in the lowerlevels are similarly illuminated; sunlight travels down tubes o

     pure clear ice. All of the rooms are lined in native stone and

    woods cut from the surrounding forest and furnishings are al

    made from local animals, eld and mammoth hides

     predominate.

    The Manse of the Crackling Pines is not simply a powerfu

    Manse; it was the capital of the region during the First Age, aremote center for trade, the barracks of a small army, and the

    center of strength for a powerful sorceress. It is also a tombSun Meets the Frost, who ruled benevolently from the Manse

    for over a thousand years, died of grief at the onset of theSolar Purge before she could be killed. The Dragon Bloods

    who were sent to kill her simply sealed the Manse and hid the

    entrance after escorting all of the inhabitants away. If ever

    found, the Manse of the Crackling Pines would prove a

    fantastic base of operations for those who can make use of thesorceries within.

    Sun Meets the Forst believed strongly in the independence andfortitude of her home and her people. She felt that harnessing

    the intense cold for power was not only central to maintaining

    that independence, but should also be a theme for most of hersorceries. The sheer coldness of the territory surrounding the

    Manse served as a powerful ingredient in a vast number of her

    artifacts and spells. The hearthstone of her most powerfu

    manse and home was no exception: The Eye of the Winter

    Sun.System :

    The Eye of the Winter Sun is an elegantly faceted gemstone

    that appears to be a beautiful diamond, glowing with a brightinner light. It sparkles not with vibrant spring colors, but with

    softer winter tones. The Eye is a long crystal, around six

    inches in length and an inch in diameter; Sun Meets the Frost

    wielded it on the tip of her staff where all could see it's light.

    By concentrating, the bearer of the Eye of the Winter Sun can

    intensify it's inner light into a beam and focus it on an area or

    even a single target. This light removes the blessing of the

    Unconquered Sun's warmth, freezing it utterly and unless protected by very powerful sorceries, destroying i

    irrevocably. Sun Meets the Frost proved, more than once, thatremoving the Unconquered Sun's warmth was even enough to

    crack hearthstones, shatter daiklaves, and break open even a

    warstrider's armor.

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    Finnibars Palace of Delight 

    write by Masters Challenge - Exlated mailing list

    Description :

    his large, golden, Hearthstone has the ability to project a one-

    half scale replica of the Manse where it was formed. TheManse is complete and accurate in every detail with the

    current state of the Manse. The only aspects of the Manse that

    are not replicated are any living beings currently in the actualManse. The replica is physical and can be used as shelter if

    need be, most of the halls and rooms in the real Manse are

    oversized to allow the replica to be quite comfortable. Thereplica of the Manse and any replica items within it will

    vanish at the next sunrise.

    System :

    A common thing for the master of this Manse to do is to stockit with double-sized items that he finds to be useful on the

    road. When he stops for a time, he can then simply make a

    replica of the manse and everything in it and he has all of thetools that he needs at hand.

    Fire Weapon Gem  

    write by WinteredgeDescription :

    This hearthstone, when socketed into a weapon made of one of

    the five magical metals, can be made to cause the weapon to

     burn with a magical flame.

    System :

    Causing a weapon to burn magically with a Fire Weapon Gem

    requires a full round of concentration to activate. The weaponwill then burn in this manner for the rest of the scene.

    This effect is quite similar to the abilities of Fire Aspected

    Terrestrial Exalted to cause their weapons to burn magically.Interestingly enough, depending on the type of magical metalthe hearthstone has been socketed in, the flames take on

    slightly different appearances. When socketed into moonsilver

    weapons, for example, the flames appear silvery. The

    hearthstone socketed into an Orichalcum weapon can causethe weapon to flare up with a golden color flame.

    Regardless of the appearance, a weapon that is flaming in this

    manner adds two dice of damage to its base damage.

    Golden Labyrinth 

    write by Masters Challenge - exalted mailing list

    Description :

    This Manse is a subterranean maze built to harness the energyof a powerful demesne. The excess energy is filtered through

    the walls of the manse to light the interior. There are three

    "eyes" within the design of the maze, at the center of each eye

    rests the crucible upon which a Hearthstone has formed.System :

    Individually, each hearthstone gives it's owner an in-depthknowledge of the layout of the section of the maze where it's

    crucible resides. When all three of the hearthstones are placed

    into a single object and attuned to a single owner, that owner

    gains the ability to manipulate several of the walls within the

    maze itself, shifting them or changing their appearance to suit

    his will.

    Hurricane Hands, (Jewel of the)  

    write by Smaugfrost

    Description :

    Used in the defense of a powerful Air Manse in the NorthernTundra by an icewalker Shaman named Yediwen, this brillian

    swirling black and azure lustered jewel is a marvel to behold

    calling forth the Northern Elementals of Wind to carryenemies away from the bearer and keep a holy site untouched

     by outsiders.

    System :

    When in use, this stone enables the caster to repel anyapproaching targets or ranged attacks. With a dice action rol

    of Perception + Occult, the first success forces the

    approaching target to halt and each extra success causes targeto be repelled 15 yards and delivering 2 health levels bashing

    (lethal if arrows)to itself and any obstacles it may hit.Example: 3 successes > target arrow returns along flight path

    travelling 30 yards delivering 4 lethal health levels to anyoneit may hit.

    Weight affected can be up to the Perception + Occult on the

    Strength Tables. If high enough can blow away warhorses for

    instance.

    Each use of the Stone requires 1 mote of essence. Note: Multiple defenses can be performed by taking multiple

    actions

    Kahooli's Fightin' stone 

    write by Earthbinder

    Description :This stone appears to be a pebble that shines in starlight when

    no moon is risen. it always appears in the hand of whoever is

    attuned to the Great treehouse manse on Kahooli's isle (see

    Kahooli's pretty stone for more info).

    System :

    This stone grants the user the power of swashbuckling

    anytime they perfom a stunt that involves jumping or swinginga rope/vine/pole etc is conviently nearby it adds a situationa

    modifer of 2-5dice to the stunt.

    It also has the power to prevent accidental damage to the user

    from botches in combat.

    If more than one person is attuned the person with the lowesSTR DEX melee thrown brawl archey will have it appear in

    their hand

    Kahooli's pretty stone 

    write by Earthbinder

    Description :A small opal with faint silver flecks the front is a perfectly

    smooth elipse, on the obverse the ancient rune for beauty is

    carved.

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    It comes from a small manse thirteen feet underwater in the

    lagoon of a small tropical island SW of the realm. The mase

    was grown from coral and took Kahooli 200 years even with

    the use of charms. His treehouse manse upon the island is

    even more impressive. Sadly Kahooli passed into the earth atthe hands of Marruk Avanar an newly exalted deathknight

    whilst on a botanical expedition to the elemental pole of wood

    to collect some more Youth flowers.

    System :

    The user of this hearthstone can add 3 die to any apperance based checks but only so long as the gem is visible and set in

     jewelery with a resource cost of 3 or more

    Lightning Response, (Stone of)

    write by WinteredgeDescription :

    This blue stone is shot through with white imperfections that

    are somewhat similar to lightning in a clear blue sky.

    There are two types of manses which can generate this type ofstone, air aspected manses and water aspected manses.

    The design of such manses tend to be tall and thin, usually

    taking the form of towers, though one such manse that

    generated such a stone was built into a series of caves that

    went straight down into the rocky stone on a shore-line.

    System :When a character is attuned to a manse and carries the stone of

    Lightning Response, that character gains the ability to act as if

    they had won initiative even if they have not.

    This means that though the character has lost initiative, they

    may still split actions as though they had won initiative,allowing them to parry multiple blows without relying solelyon soak to protect them.

    Lightning Wave Gem 

    write by WinteredgeDescription :

    Water aspected.

    This type of hearthstone is a dark blue/green gem thatscintelates beautifully in any light source.

    When socketed into a weapon of one of the five magical

    elements it causes the weapon to flare with a burst of lightning

    that traverses the length of the weapon whenever the weapon

    makes a strike.

    System :

    Opponents who are hit with such a weapon are struck with one

    die of lethal lightning damage on top of any damage donenormally by the weapon. This weapon ignores armor, and can

    only be soaked with stamina.One of the best benefits of this lightning wave, however, is

    that it strikes an opponent even if the opponent parries the

    attack because of the lightning wave's ability to traverse the

    oppoent's weapon as well.

    Pheonix Gem, (the)  

    write by SmaugfrostDescription :

    The Pheonix Gem ,a brilliant Fire Opal, is an ancient crafting

    of the sorcerous first age, a Power of Fire andReincarnation. This Gem has been passed down through the

    Dawn Caste to its most powerful warriors in the Battles of the

    Gods.A warrior who fell in battle would thus be able to fight on as

    either a Pheonix Lord until he desired eternal rest.

    System :

    When in use, the Pheonix Gem can capture the Soul of a dyingExalted and maintain it perpetually. All powers (Charms and

    Spells) are kept as well as all mental attributes.

    Abilities and Attributes remain as well but no physical actionsmay be taken.

    The Power comes when this device is fitted into a Warstriderand the spirit animates it as his own physical body.

    Its Strength becomes his Strength.Such animates known as Pheonix Lords are only destroyed

    when the stone is somehow destroyed or if a Solar level spell

    of exorcism is cast upon the device. Abyssals are a real threat

    to a risen Pheonix Lord.

    Also Abyssals are capable of creating their own versionscalled Black Titans.

    Pure Water Gem  

    write by Awaikaze

    Description :

    This is a rounded saphire of a shifting blue hue, slowly fadingin and out like the waves of the sea. It is quite translucent, and

    seeming to be of clearest nature were one to look through it

    Holding the gem, it's texture is quite smooth, almost slippery.

    System :This is a minor hearthstone of Water, that will purify any

    liquid it comes in contact with. Although it does nothing to

    taste, any liquid-based toxins that are introduced to the attunedcharacter's system are eliminated. The effect adds 3 dice to the

    character's resistance rolls against any poison, and can be used

    to allow any other person whom is currently suffering from

    some form of liquid-based toxin to make another Resistance

    roll. Coupled with a person with Medicine knowledge, it isfairly powerful in breaking the effects of such toxins.

    Refreshment, (Stone of)

    write by WinteredgeDescription :

    The type of manse which creates this type of hearthstone isgenerally set into the hollow of a living tree. Often the rooms

    are somewhat larger and more comfortable than a large

    cottage.

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    System :

    The Stone of Refreshment provides the following benefits to

    its attuned user.

    When worn, the wearer will always feel clean and refreshed.Dirt and grime on the character and the character's carried

    equipment will simply slowly dissipate allowing a character to

    feel constantly fresh.

    For as long as the bearer wears the stone, she need not eat or

    drink.

    The character's scent is also muted making all attempts to

    track the character by scent incur an additional +1 difficulty.

    Sight, (Stone of)  write by mr-seano

    Description :

    This stone is about the size of a man's eye. It is perfectly clearand one can only tell it is anything because it refracts the

    scene seen through it. When looked through it shows all that istrue shedding illusions. When concentrating on someone or

    something, he may be able to see it happening as if it was infront of his very eyes.

    System :

    Whenever one brings up the stone to their eye and looks

    through it, all is revealed. This means whenever the characterlooks through it he sees any unmaterialized spirits, sees

    through any disguise, and if he spends 2 motes of essence he

    may see what is happening anywhere else up to his essencerating in miles. In order for him to do this he must think hard

    on the subject, be it person place or thing....

    Speechstone 

    write by Winteredge

    Description :

    This hearthstone appears as a white, milky stone with no shine

    at all.

    System :

    An attuned holder of this stone may use it to perform twofunctions.

    First they may simply whisper a name or a person within

    eyesight and think a thought. The person named will then hear

    the thought as though it had been whispered in their ear. If the

     person named is not within sight (for example, if an imposteris standing in place of the king, and the king is not within

    eyesight, and the king was so named) then the holder of the

    stone will hear a soft dissonant chime.

    The second power of the stone is that the holder may say thename of any person whom they know well (for at least a year

    and a day of ongoing contact) and the user may then utter asingle sentance taking no more than 3 seconds to relate. This

    sentance will be heard by the intended target instantaneously,

    assuming the target is able to hear. (A deaf or sleeping

    recipient will likely miss any such messages.) This second

    effect may only be performed once a day, and only during

    daylight hours.

    Spires of Tan'eshti, (Gem of the) 

    write by Winteredge

    Description :

    Air Aspected HearthstoneThis Opalescent gem is cut into an odd seven sided form and

    has an oddly heavy feel to it. it is pale white with a single

     blured shimmer at its center. If one watches, this shimmeseems to flow from movement to movement.

    System :

    The holder of this stone may make one additional attack a

    round at their full die pool when in combat.

    Storms Blessing 

    write by Lei Shen HuDescription :

    Air Aspected HearthstoneThis hearthstone is a dark cloudy grey that seems to spark with

    an inner energy, almost as if a current of electricity is runningthrough it.

    System :

    This hearthstone provides two effects.

    The first effect allows the wearer to ignore environmenta penalties based on stormy weather to all their actions(fighting

    archery, even travel).

    The second ability is that the bearer can make one dodgeattempt per round per attack he makes.

    TreeHart of Sundered Rootswrite by Smaugfrost

    Description :

    Deep inside the Wyld lands of the eastern forests lies a hidden

    treasure. Bestowed by a powerful Tree Spirit called Entwold

    to the Haltan people in the First Age, this petrified acorn wasused in the long struggles against the Linowan people of the

     plains.

    System :

    Socketed into any wooden hafted weapon, this stone causes

    one dot of Stamina to be lost by the target of a succesful

    attack. Its effects are cumulative and if an opponent is reduced

    to zero stamina he is slain as all of his life force is cut loosefrom Creation.

    Reincarnation will occur as normal.

    Lost stamina is recovered at a rate of one point per hour.

    Viridian Heart, (Manse of the) 

    write by Jerinth GreywingsDescription :

    Deep in the forests of the East in the cold temperate rainforest

    zone, there exists a grove of trees several dozen miles around

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    Within this grove grow massive trees, ancient precursors to

    the giant redwoods, these trees are far larger than even the

    grandfather trees of the Haltan forests. Many thousands of feet

    high and acres of ground covered by the base, these trees are

    surpassed only by those trees nearer to the eastern pole.

     Near the center of this grove, where the trees' green canopy

    mingles with the mountain clouds, grows a tree much like its brethren save that its trunk houses a moderately powerful

    manse: The Manse of the Viridian Heart.

    Based on an architecture lost even to expert builders of the

    First Age, the Manse is a multi-level series of rooms within

    the tree itself, connected by an extensive network of open

    tunnels through the wood of the massive tree. Not simply a

    manse, but also a home, most of the rooms have very practicaluses as living, sleeping, working, or eating areas. Somehow,

    the tree itself channels water condensed from its cloud-hidden

    canopy down into a series of beautiful troughs, fountains, andwaterfalls in the rooms, providing for those who live in the

    Manse. Many of the rooms are near the surface of the tree's bark; the cracks in the bark allow light and fresh air from the

     balconies to flow down the wide tunnels to the inner rooms.The balconies themselves are crafted from huge shelf fungi

    that grow outward from the treebark.

    The lowest room of the Manse is well over 700 feet from the

    ground and most of the rooms are much higher than that. Theuppermost corridors and rooms are quite small and some have

    yet to be explored. Legends that seem to predate the First Age

    tell of the tree itself growing in the courtyard of the Manse atthe beginning of Creation, over time growing large enough to

    absorb the entirity of the buildings. The arrangement of rooms

    and decorations within the Manse suggest that this legend my be true.

    System :

    The Manse of the Viridian Heart grows a single Hearthstone

    deep in a windowless room within the heartwood of the treeitself: The Stone of Resplendant Repair. A more powerful

    version of the Stone of Mending Flaws, this Hearthstone is

    also a pourous green and blue rock the size of a person's eye.It glows when it is used; tendrils of essence caress the surface

    of the materials it is used repair. Unlike its lesser version, this

    Hearthstone will repair more extensive damage over a larger

    area. So long as at least half of the item remains, the Stone

    will repair it over a time of about a day. Mundane items can berestored and improved to excellent quality simply by an

    extensive handling by the bearer of the stone. Even very minor

    flaws in items made of the Five Magical Materials can benefit

    from this Hearthstone if it is socketed into the item for long periods of time.

    Winter Night

    write by Jerinth Greywings

    Description :

    This articulated plate armor is designed with brushed alloyed

    steel and glittering orichalcum trim, giving it the appearance

    of deep frost on a winter night. The effect is that the Winter

     Night appears to absorb as much light as it reflects. The plates

    are all perfectly smooth and rounded, and yet in a certain lighthey seem faintly etched with the angular designs of bright

    snowflakes. The only overt design is on the breastplate; a

    geometric snowflake that blazes into a Dawn Caste sunbursfor a few moments each time the Winter Night's powers are

    used. Completing the armor is a massive and warm fur cape,

    held to the shoulders by strangely quiet chains.Winter Night was made by and for Sun Meets the Frost, a Firs

    Age Dawn Caste Solar who lived, ruled, and died in the bitter

    cold forests of the northeast. Sun Meets the Frost believed tha

    the key to effective rule involved harnessing the strengths of

    the surrounding territory, and thus created Winter Night todemonstrate the power of a modest northeastern Demesne.

    System :Winter Night has three known abilities. The first is simply tha

    it keeps the wearer comfortable and well protected. (11/11, -2mobility, 1 fatigue, 8 commitment). In warmer climates

    Winter Night is surprisingly easy to wear, its icy naturekeeping the wearer from overheating.

    The second ability allows the wearer to hurl shimmering blasts

    that form elemental ice. The blasts (dexterity +

    archery/throwing) do 2 dice of bashing damage per mote of

    essence spent (to a limit of the wearer's Essence) plussuccesses and have a range of 20 yards times the wearer's

    Essence. Even should the damage be soaked, each die of

    damage forms around 10 pounds of ice on the target. It is up tothe Storyteller to determine the effects of this heavy ice on

    characters or the environment.

    The final ability is flight. By spending 7 motes of essence, thewearer may summon bitter winter winds to lift her plus 200

     pounds into the air for a scene. Intended primarily as a mean

    for fast travel (around 100 miles per hour), the swirling icy

    winds hinder most other actions, adding a difficulty of 3 to

     both the wearer and anyone interacting with her in such a waythat the winds might interfere (including attacks).

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    NON-COMBAT

    Alabron (N/A)

    write by SolariumDescription :

    One of the oldest and most powerful artifacts among the

    Exalted was created by the legendary smith Alabron. A robustand extraordinarily strong man, Alabron is rumored to have

    forged many of the artifacts that dealt with the creation of

    other artifacts and many of the strange materials used in their

    creation. One of these was the Forge of Cormor, which could

     burn as hot as the Unconquered Sun itself - but would not burnthe one using it in the slightest.

    In his dying days, Alabron knew that few possessed thestrength that he had, as well as the ability to craft as he could.

    Rather than taking much of his strength and power with him,

    he decided to create one last item. He labored for a month, pouring his essence into a pair of magnificent gloves and a

    wide belt. When the task was finally completed, he had justenough time to inform his last apprentice that his last creation

    was done - and then he passed. However, the power which

    Exalted him did not pass to another, and remained insteadwithin the gloves and belt.

    The gloves and belt (which became known collectively as

    Alabron's Strength) were passed down successively betweenhis final apprentice and then his apprentice's apprentices. They

    allowed their user to control Alabron's potent abilities at

    forging and create even more artifacts. After the Solar Purge,the gloves and belt were separated from one another and their

     power diminished.

    System :

    The gloves and belt of Alabron's Strength are potent artifacts,and allow the wearer to forge the most potent of artifacts.Separate, they possess strong abilities. The gloves of Alabron's

    Strength capture his deft manipulations of the hammer and

    tongs and give the wearer 2 dots of Craft: Blacksmithing. The belt of Alabron's Strength capture his raw power and strength,

    giving the wearer 2 dots of Strength (allowing the wearer to

    reach a maximum of 6 dots - which ignores the normalmaximum of 5 dots).

    Together, their powers are unrivaled. The presence of both the

    gloves and belt further reinforce the power - giving the wearer

    3 dots of Craft: Blacksmithing and 3 dots of Strength (again

    upto a maximum of 6 dots). However, the spirit of Alabronalso speaks to the wearer, whispering the secrets of alloying

    metals both mundane and magical. The forging of artifacts

     becomes as child's play, and the difficulty and time of creatingan artifact (see page 89 of the Book of Three Circles) is

    halved. In addition, botches during creation are ignored -

    although the time for creating the artifact will be increased bya week, as the user smooths out the errors and resumes work

    on the artifact.

    Blue Bottle, (The) (N/A)

    write by raven

    Description :

    This artifact is believed to be as old as the time of the

    Primordials. Legends claim that the Gods placed this item inthe world to tempt the Primordials' followers with its power

    What exactly the bottle's power is exactly, remains a mystery

    The most common ability attributed to this item is to grant theuser his/her "deepest, most hidden desire".

    The precise description of the bottle is unknown because very

    few claim to have actually seen it. Those who have, claim tohave purged themselves of any memories associated with the

    "accursed object".

    These rare tales may be completely untrue. What is true

    however, is that those who have actively sought it out have

    either vanished mysteriously or have died under very violencircumstances (murder, freak accidents, etc.) when they

    actually found the artifact (or got close to claiming it).

    The bottle remains a dangerous enigma in the Age of Sorrows

    System :Storytellers can use the Blue Bottle as a very ancient and

     powerful item or simply a fool's errand. A complete falsehoodOn the one hand the answer to its power, can be that those

    who find it will be granted their "deepest, hidden desire"; a

    release from the burdens and needs of living!

    This fate should not actually befall the heroes, but perhaps

    they can escort someone who seeks the item (where theywitness the horrible end to his/her quest).

    Another way of handling this is to allow the bottle to grant the

    user's wish. Such an item can only grant a single wish andonly for the one who strove hardest to acquire the bottle.

    In this latter case, the deaths and disappearances could be due

    to guardian spirits/demons or even Gods (who only want theright person to find the bottle). (Perhaps the bottle vanishes

    forever following the successful wish?)

    There are many possibilities beyond these suggestions.

    Circlet of Discipline 

    write by Pointyman2000

    Description :

    The cirlet of discipline is a simple bronze circlet devoid of anydesign or decoration save for a small hearthstone set in the

    front. Usually given to unruly Solar students by the Gold

    Faction Sidereals, the cirlet shrinks at the spoken command o

    the Teacher, making sure that it will be a lesson that the

    student will not easily forget.

    System :

    The teacher attunes himself to the Circlet before giving it to

    his student at the cost of 2 motes. At his command, the circlewill begin to shrink around the student's head, bringing severe

     pain and inflicting anywhere between 2-6 Bashing damage(storyteller's discretion) that may only be soaked with the

    targets stamina.

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    Cloak Of The Night  

    write by  

    Description :

    The Cloak of the Night is a long cloak with a hood, made of

    strange oily-looking scales. Nevetheless, it feels like silk andoffers good protection against the weather and even blows.

    When not activated, the cloak is black in color (very beautiful,

    too).The cloak's power become apparent when it is attuned to... and

    when the small moonsilver clasp, disguised as simple silver, is

    turned inwards.Then the cloak begins to color itself according to the

    enviroment, like the skin of a chameleon... only much more

    so.

    System :The cloak gives soak of 2L/4B.

    Attunement cost 3 motes.

    One action to activate power.When activated, the cloak blends into enviroment, concealing

    the wearer.+5 dice to Stealth rolls when moving slowly, +3 when moving

    fast.If the character covers himself completely with the cloak and

    stands still, he becomes virtually invisible (unless someone

     bumps into him, he can't be found).

    In the First Age the Exalted assasins and spies favored this

    cloak. However, it is not too difficult to destroy (stronger thansimple silk but still destructable) and thus most of those cloaks

    were lost in the last 1500 years along with the secret of their

    making (and the origins of the oily black scales that make thecloak).

    To know the cloak for what is it is a roll of intelligence+lore

    diffuculty 2. Understanding how it works is a roll ofintelligence+lore difficulty 2. 

    Clockwork Mechanic 

    write by Obsidian Razor

    Description :Wise Electrum, one of the most powerful sorcerers of the

    second age was tired of having to fix his circle's warstrider

    after each battle, so he builded with some First Age manualsabout robotics a group of mechanical helpers to do the job.

    They worked so finely that he no longer has to oversee their

    work.

    System :

    Once activated they absorb essence from the ambient, so theyneed no commitment of it. Treat them as normal mortals, with

    a strenth of 4 a dexterity of 3 and a intelligence of 3 and a craft

    of 3 with specialization of 3 on warstriders. They have no

    abilities except for that, they cannot establish combat ordefend theirselves, for they do nothing when they are not

    working except maybe obey commands like move there andsuch.

    They only accept orders from the one who has activated them

    and those who he has designated. They look 1'4 slim men with

    only one big eye.

    Crystal Lens of Assessment  

    write by Smaugfrost

    Description :

    This device appears as a simple sheet of square cut ultra thinred crystal and sets into a partial diadem as a monacle over the

    left eye.

    "Lord Vegeta... that Solar has over 100 motes!!!""What, impossible!!! I have not even powered up yet!!!"

    System :

    This Hearthstone grants its bearer the ability to use

    Occult+Perception in order to read the Essence levels of

    opponents, Exalted and Spirit alike.1 success grants Essence Rating (1 to 6+)

    3 successes grants Motes total

    5 successes grants any Combos in use

    Destiny Device, (The) (N/A)write by ratfruit

    Description :Within the ancient pyramid lost to even the scholars of the

    Immaculate Order, is a huge clockwork device powered with

    geothermic energy that, when activated with ones essence, can

    control the destiny of any individual.

    Looking like a sphere of star metal with in a sphere of starmetal within a sphere of star metal, and the manses

    hearthstone in the centre, when essence is channelled through

    it the stone will glow and the spheres will rotate.In the podium and which the device stands, is a slot. When an

    individuals specially made stat chart is entered (made from

    soul steal with the information in a series of punched holes)the machine will attune itself to that individual and begin to

    tap into her threads of destiny. Using ancient lore, if various

    rods are inserted into the spheres, certain effects will happen

    to the individual. This could be simple affects such as being in

    a rainstorm (which the machine can achieve via simple chaosmanipulation) to meeting other individuals, catching diseases

    or even failing a simple task.

    This machines works via the rods affected the world on a precise quantum level, as well as using astrology to predict the

    individual’s already possible destined paths. The machine is

    subtle but very effective. Once it begins to rotate, all mus

    leave the room or interfere with its process.

    During the first age the machines most deadly process wasalmost carried out. As the Dragon Bloods slew the Solars, a

    group of Sidereal exalted decided to use the machine to

    destroy a whole realm where a group of particularly strong

    Solars where known to be present amassing a final army in alast attempt to save themselves. The Sidereal scholars used the

    device to manipulate not a person, but a meteor above theworld. Causing it to be subtly knocked from its present course

    and onto the earth. If the plan had been successful, half o

    creation would have been destroyed, letting Wyld energies in

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    At the last minute, a young sidereal realised the full affect of

    what would happen, and tried to stop it, the meteor was

    already on its way, and moving to fast to manipulate with the

    device, so the young sidereal figured to slightly alter the

    moons path. It talk all of her essence, injuring her greatly, butthe meteor struck the moon lighting the sky bright red. This

    occurred during calibration, so this just added to the world’s

    fear of that dangerous time of year.

    System :

    Like the Eye of Autocthon, this devices uses are totally up tothe individual Storyteller. The hearthstone centre is a powerful

    level five hearth stone of destiny manipulation – in its basic

    form it allows the user to lessen the difficulty number of any

    task like a sidereal can by 5, it is quite powerful. When placed

    in the centre of the starmetal globes, the machine canmanipulate the destiny of any individual, or any place, on any

    level. The hearthstone must be charged with an amount of

    essence up to the Storyteller that varies on the difficulty of themanipulation. To locate the individual place, person or other

    thing, a specially made starchart of starmetal is needed, whichrequires a similar process to crafting a magic item to make. As

    long as the person, place, or object was created under the stars,or is of the heavens, like minor astrological bodies, it can have

    its destiny manipulated in any way. This item is best used as a

     plot device in games where something needs to be found (it

    can subtly affect the world to open a path way), or for another

    great meteor to be knocked off course, or an enemy or friendof the players could use it to manipulate there destiny for

     better or worse.

    Essense Gem (N/A)

    write by Earthbinder

    Description :Artifact 1-5these are crystals of jade that have been washed in the blood

    of a newborn dragon-blooded

    System :Each essence gem can hold a number of points of peripheral

    essence equal to its rating times 3

    An exalted can transfer essence into or out of a gem at a rateof personal essence per round 1 per sucess on an willpower

    roll

    if an essence gem reaches 0 essence its permanent rating drops

     by one point and it looses some of it lustre and shine the only

    way known to restore a completly used essence gem is to bathe it in the blood of a newborn dragon-blooded

    all essence gems cost one point of essence to attune on the fly

    or can be attuned by a week of meditation

    (if an essence gem is bathed in the blood of one of each typeof exalted for one week it gains one of the following powers)

    SolarDawn

    lightstone: for 1 essence the user can make the stone glow as

     brigth as a 40watt bulb

     Night

    Darkstone: for 1 essence the user can shroud his face in

    darkness that is impeneteable for one scene (no light in on

    light out they are blind till the effect ends but can talk, hear

    and smell normally)Twlight

    Rossettastone: for 1 essence the exalted can understand simple

    words and phrases in any language (see spot run, run spot run)Zenith

    Charmstone: the user of this stone can add 1die to any one

    charisma test (once per story)Eclipse

    Sightstone: the user of this stone can spend one essence and

    see ghostly outlines of unmaterilised spirits within arms length

    Lunar

     No-moonrubberball: the character can add one die to any stunt

    involving a leap or jump (it cannot be converted into essence

    or willpower)Changing moon

    Smokeyball: the character can add one die to any stuninvoling deception or disguise (it cannot be converted into

    essence or willpower)Fullmoon

    Manaball: the character can add one die to any stunt involving

    sorcery or magic (not cahrms) (it cannot be converted into

    essence or willpower)

    SiderealMercury

    Speed Crystal: the exalted adds one to their base movement

    rateVenus

    Peace Crystal: the user can reroll any one die that causes him

    to lose permanent a willpower pointMars

    Strength Crystal: the user can re-roll any one die that caused

    him to botch a strength roll (not damage)

    Jupiter

    Thought Crystal: the user can silently communicate to anyother thoughtcrystal his has touched (the sidereals use this to

    keep in touch over long distances)

    SaturnWise Crystal: the user gains one experience point everytime a

    story finishes with a happy ending.

    Dragon blooded

    Wood

    PathwatcherGem: the user may spend three essence from their personal pool and be able to speak with any one plant for the

    remainder of the scene

    Earth

    RockfinderGem: the user may spend three essence from their personal pool and be able to locate any one stone within 10 f

    1 ft per additional point expended (it will not create a stone just tell the user wher it is, if no stone of the selected type is

    around the essence is lost)

    Fire

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    FirestarterGem: the user may spend three essence from their

     personal pool to ignite any flamable material within arms

    reach

    Air

    RoadwatcherGem: the user may spend three essence fromtheir personal pool to be able to speak to any non sentient bird

    or avian in sight

    WaterHelmguiderGem: the user may spend three essence from their

     personal pool to know which direction the pole of water lies or

    to know the location of the nearest potable (drinking) waterAbyssal

    Day

    Shadow: all mortals and animals suffer a -1 to perceprion tests

    against the character

    DuskFear: animals and mortal suffer a -1 penalty to all social rolls

    Midnight

    Slayer: the user can pick any one mortal or animal for 2essence they can cause them to loose one -0 health level (may

    only be performed once per story)Daybreak

    Miasma: the user can trigger a vile steanch of rot and decay(for 3 essence) all mortals and animals within 3yards are at -1

    to all actions. those with enhanced smell suffer a -2 and must

    make a D1 stamina check

    Moonshadow

    Bloodbonder: the user may by spilling a drop of his blood anda drop of a willing target bind the two together in a blood

     bond. the bonded will alway know the state of the other and

    the user of the stone will know the approximate location of theother. only two people may be bonded at the same time.

    Everlong Rope  write by Jerinth GreywingsDescription :

    In the Eastern forests, several societies make their homes in

    the tops of the forest giants, trees that can be thousands of feet

    tall. Most members of these societies may never set foot onthe ground, content to stay safely high up within their tree

    cities. Rope is of great importance to these societies; the most

    common person will carry it with them most everywhere.Everlong Ropes come in a variety of styles. As items of magic

    go, they are very easy to make. Virtually every society that

    uses rope has a version of this artifact. Some are made of

    hemp, some of leather, some of woven wire, and some from

    giant wolf spider silk; all have a complex knot or an objectwoven into one end to serve as a focus for the magic.

    System :

    Everlong Ropes really only have one function: byconcentrating, the owner of such an artifact can make it

    lengthen as long as necessary or shorten again for ease ofcarrying. It costs no essence or willpower to make the change

    in length as the rope absorbs essence gradually over time.

    However, there is always a soft glow that accompanies the

    change in length; a byproduct of the ropes use of essence.

    Variations of Everlong Ropes generally involve having an

    extra material included when it is made (and increasing the

    cost to two dots in artifact). Including the sinews of aregenerating creature makes a rope that heals itself when

    damaged or cut. Including moonsilver wire makes a rope tha

    doesn't so much lengthen or shorten as it expands andcontracts in such a way that it can lift or squeeze. Including

    white jade makes a rope almost impossible to damage.

    A common variant is a grip with a leather and moonsilver wirerope, making a very effective, and sometimes deadly, whip.

    Eye of Zafir  

    write by DrNuncheon

    Description :This wonder is a cunning arrangement of orichalcum wire

    attached to a large, cabochon-cut piece of yasal crystal (for

    details, see _Scavenger Sons_). It was fashioned in the FirstAge for Zafir, a member of the Eclipse caste who forged some

    of the spirit alliances that protect his castemates even to thisday.

    System :

    The yasal crystal in the eye may be used as normal, but to gain

    the benefits of the wonder, it must be put in place of the user's

    natural eye.

    If the user wears the eye in this fashion, she gets 4 extra diceon the bargaining roll to determine how many uses of the

    spirit's power she may have. Also, the wearer may use the

    charm Spirit-Detecting Glance as if she possessed it.

    Golden Essence Jar  

    write by WinteredgeDescription :

    These Orichalcum items are leftovers from the first age. The

    trick of their creation is not yet known. In appearance the

    Golden Essence Jars are always very small (some are no larger

    than a man's thumb) and the size of these items seems to haveno bearing on their power. What is known is that all of them

    appear to be some mixture of Orichalcum and glass. They are

    virtually indistructable, and have no apparent opening Nonetheless, the Golden Essence Jars are incredibly usefu

    items.

    It is said that the creation of these items was kept a great secre

    trusted to none save the greatest of the Twilight Caste. When

    the Solar Exalted were being killed, a handfull of TwilighCaste members (who were collectively known as the True

    Copper Spiders) hid the Golden Essence Jars, and other grea

    items of wonder, in places well hidden from even the prying

    magics of the Sidereal Exalted.Many Golden Essence Jars look nothing like jars at all. Some

    appear to be large glass beads, and more than a few appear inthe form of rings, or large stones worked into rings.

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    When filled with essence each Golden Essence Jar will glow.

    This glow is usually quite dim, and will not be noticed except

    in very dark conditions.

    System :The Golden Essence Jar is always represented by at least three

    dots in a background trait. When an Exalted character is

    attuned to a jar (requiring only a single committed mote ofessence, even for other types of Exalted) the Golden Essence

    Jar will store essence which may be drawn upon at any time.

    Each Jar can hold as much as five points of essence per background point reflecting this treasure.

    As long as an attuned exalted is holding the Golden Essence

    Jar, they may expend essence from its pool rather than their

    own.

    An exalted who wishes to use the essence from an essence jardoes so through a connection between the jar and his/her

    anima. This means that any essence spent in this manner is

    considered Peripheral for determining Anima effects.An exalted character wishing to recharge an Essence Jar does

    so similarly, expending essence which is absorbed by the jar.The Golden Essence Jar is not terribly efficient, requiring the

    expenditure of three points of essence for every two stored. Asthe transfer of essence in this manner is done through the

    character's anima, all essence transferred contributes to the

    character's Peripheral Essence spent for determining anima

    effects.

     Note, a character expending peripheral essence in this manner(as usually the case) does not "double" the anima effect, all

    such motes spent are only counted once in regards to the

    anima effect.Essence spent in this manner is not considered committed and

    will return to the character at a normal rate.

    When more than ten points of essence is stored in a GoldenEssence Jar it begins to glow noticibly(like a candle flame). Ifit stores fifteen or more motes it glows like a dim torch. If it

    stores twenty or more motes it glows with the light of a camp

    fire.

    Golem Stone  

    write by Winteredge

    Description :Golem Stones are huge stones, often as large as a foot or more

    in diameter, that are used to activate and funnel power to

    Golems. They come in all shapes and colors, some appearing

    to be metal constructs, while others appear to be multifaceted

    gems. Most are crafted from odd alloys of the five magicalmetals.

    System :

    Golem Stones are set within a manse, and must be attuned to a person who is attuned to the manse the stone is set in.

    Activation of a Golem Stone creates a great drain of energyfrom a manse, often reducing its effective power level for

     purposes of regaining Essence.

    Each golem the character wants to control with a Golem Stone

    must be calibrated to a specific stone. This often requires a

    great deal of craft work, and 10 points of essence focused

    through the Golem Stone and the Golem itself.

    Once calibrated a golem may be activated from anywherewithin a perimeter of a few hundred yards of the manse's edge

    in which it sets.

    Once activated by the Golem Stones, the user may declare a password, or simply provide simple orders to attack all who

    come near specific areas, or both.

    Activation of a Golem Stone usually requires that the userspend 15 motes of essence.

    Guardian of the heart  

    write by Jose Luis Pérez

    Description :This talismans were used during the first age by exalted to

     protect their mortal companions and loved ones from harm

    inflicted by magical means. At least a set of 20 of them existedand nowdays are even more useful to those who find them

    than in the first age, for solars nowdays are not normallymarried with lunars. When the mortal wears the artifac he is

     protected by the soul of his exalted companion from anythinghe normally would not be able to defend against.

    System :

    The artifact takes the shape of any kind of jewelery: mos

    commonly rings,pendants and the like.The exalted comits 2 motes of esence and 1 temporary

    willpower point (yes commited) and gives it to the mortal to

     be protected, who has to be someone really close to theExalted (an important friend, a lover or the like) if these

    conditions are not met by either sides the artifact doesn´

    work. In the case of an Exalted considering his mount a closefriend, if the animal felt "afection" for him, the artifact would

    work.

    When the mortal wears the artifact he is protected by the sou

    of his exalted companion, this is reflected by allowing the

    character to make protective rolls that normally mortals arenot allowed to do, and negate those that exalted do. When a

    charm or spell is used to harm the integrity or freedom of the

    wearer and the charm or sorcery in question has more beneficial rules for exalted characters (such as where Exalted

    characters get rolls to resist, but mortals die outright) then the

    mortal being protected gains those same beneficts as if they

    were the exalted protector.

    Example:Locke, a Dawn caste solar who normally travels with his

    mortal lover Diana, is going to confront a Bronze faction

    Sidereal that has been the circle´s nemesis for the last mounth

    Shadamus, the sorcerer, has obtained an object from Dianaand his plan is to cast Irresistible Puppetry on her to have

    Locke backstabed by his own beloved, however whenShadamus casts his spell, it automatically fails just like if he

    had tried to cast it on an exalted, because Locke´s soul is

     protecting her from harm. If Shadamus had gotten close

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    enough to cast Blood of Boiling oil on her and only scored 3

    succeses, he would fail, because Locke´s permanent essence is

    3, and that spell requires the user's Essence score is

    substracted from the rolled succeses. In this example, if the

    Sidereal would have scored 4 successes, then Diana wouldhave taken 4 levels of letal damage from his permanent

    essence, but she would still be alive and Locke would

     probably have time to save her.

    Gwydions ship of ice (N/A)

    write by EarthbinderDescription :

    There were many great artifacts of the first age, one of which

    was created by the Air aspected Dragon-Dlooded sorceror

    Gwydion the White (he achievd the impossible in that he

    mastered solar sorcery as a dragon-blooded).The ship of ice is a huge vessel (about three times as large as a

    modern cruise liner) and is crewed by spirits of air and water.

    it was last seen chacing the Yozi Brahama-Galthor into theelemental field of air.

    Prophecy states that when Gwydion is re-born the ship willreturn to him the knowledge of his past lives.

    System :

    rumors abound of its power (but ultimately it is up to the ST to

    decide on its powers)

    - it can fly

    - it needs no crew- it has weapons equivalent to the ice bows for attacking cities

    - in the night it takes on the aspect of a starry field

    - in the day it reflects what is above and below.

    House of Doors (N/A)

    write by BlackNumberOneDescription :Once, ages ago, the great cities of the First Realm were linked

     by a series of intricate and powerful transit nexus hubs. It is

    said that during the Age of Legends, the glimmering walls of

    the Houses of Doors could be seen in every major metropolis,and that the Solar Deliberative would set aside funds for their

    construction, so great was their utility. For the Houses of

    Doors were capable of collapsing time and bridging vastdistances in the merest of eyeblinks. Through these Houses,

    instant travel and communication became a reality to the

     people of the First Realm, and they became integral to

    maintaining the Realm's day-to-day operations. Whenever a

    new city was founded, a Demense would be created for thesole purpose of raising a House of Doors upon it, if the

    location did not already have such a place. The Houses were

    maintained by both Solars wise in the way of Solar Circle

    magic, and by Sidereals, whose mastery of astrology wasnecessary to tune the crystals within and without the House

    itself.The use of all the Magical Materials was required in order to

     bring a newly constructed House online. Most Houses were

     built upon Demesnes, with orichalcum extractor rods sunk into

    the very heart of the Demesne to draw Essence from it. This

    Essence was collected into jade repositories, where it would

     be held until needed. Moonsilver reflectors caught and held

    the light drawn in by painstaingly ground and shaped lenses

    while starmetal wire would be drawn into shaping, locatingand focusing patterns, allowing the attending Sidereal to

     program the House for its jump destination.

    Though most folk saw only the Houses themselves, theearthbound buildings were only half the equation. The

    architects of the Houses had set hundreds of massive crystals

    the size of palaces into orbit around Creation. It is thesecrystals that the Sidereals would use as beacons and markers

    in order to pinpoint the jumps made by the House's arcane

    engineering. Light drawn in from the Unconquered Sun would

     be focused in the transit chamber, concentrated, and then

     bounced off these crystals to the jump's final destination. Inthis way was the actual transit completed, taking literally

    minutes to cross the entirety of Creation.

    Once declared functional, the House of Doors would be openfor business. The Houses were available only to the Realm's

    wealthy, for the cost of making a transit was both physicallyexhausting to the Exalted performing the jump as well as

    spiritually exhausting to the House itself, draining largequantities of Essence. The process itself was a relatively

    simple one. The patron would pay the master of the House

    (known by such colliquialisms as 'Gatekeeper' or 'Doorguard')

    and then bring whatever he wished transported into the House

    Many Houses were large enough that small caravans ormercenary units could be transported at once. Once within the

    transit chamber, the master of the House would calculate the

     jump point. Though it was possible to use scrying methods toset a jump point, Sidereal star-navigation proved to be the

    most reliable and accurate. Finally, the Doorguard would sea

    himself in the throne above the transit chamber and openhimself to the House's Hearthstone. This would enable him to

    channel the Essence stored in the jade respositories into the

    starmetal glyphs, and through the chamber itself. Light from

    the sun would be funneled inward and reflected out to the

    crystal network, the two spaces bridged, and the transitcompleted. While the easiest jumps were made between two

    Houses, with time and planning, a single House could

    complete a jump to any point in Creation.During the revolt of the Terrestrials, the Sidereals sabotaged a

    great many of the Houses so that the Solars could not use them

    to escape. Others were cannibalized for the Magical Materials

    and Essence they held, the physical structures re-consecrated

    as Immaculate or Dynastic Manses. Only three Houses ofDoors remain in operation today. One is part of the Realm's

    defense system, and only the Empress has been known to use

    it. Another is set within the Palace Sublime, and the

    Immaculate Order often attributes Mela, the Elemental Dragonof Air, with its construction and use. The third resides within

    the lowest chambers of the Heptagram, unknown to all but themost advanced students of arcane sorcery. The number of

     people within the Realm with the knowledge to actually

     perform a safe transit is exceedingly low--mostly elde

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    Sidereals and a few of their Immaculate and Dynastic

     protégés; and of these people, even fewer have the actual

    Essence and strength of will to activate the ancient gearworks.

    Although the crystal network remains in orbit over Creation,

    thousands of years without careful maintenance has causedsome of the prisms to become flawed, cracked, and otherwise

    useless. Not only do actual jumps now take far longer--hours

    as opposed to minutes--but they are far less accurate and farmore dangerous. There have been reports of Dynasts

     beseeching the Empress to send talons of soldiers to relatives

    in the Threshold, only to find that every single man was jumped into the depths of a canyon or the bottom of the sea.

    Precise calculations are required, and there is much less room

    for error than there was during the First Age.

    However, as broad and expansive as the First Realm was,

    there are sure to be Houses of Doors that have been lost andforgotten, deep in the wilds of the Threshold. Perhaps a person

    wise in the ways of ancient sorcery could even learn how to

    reanimate the ancient crystal-work and bring the House backonline. Alas, such a feat of sorceric engineering is far, far

     beyond the capabilities of most people in the world today. Ifthese wonders of the First Age are to be restored, then it will

     be the work of a lifetime, to be sure.

    System :

    The House of Doors provides near-instant transportation,

    anywhere within the Realm. Once, there were many such

    Houses, and traversing the Realm was a simple, if expensive,matter. Now, stories of such Houses are but one of the many

    legends from the vanished First Age.

    Many things are required in order to perform a successful jump. First, the subject to be transited must be attuned to the

    House. During the First Age, this was a minor rite that took

    only a few moments. Now, the subject must stand within thecenter of the transit chamber, under the light of the sun, whilethe chamber's operator performs an hour-long ritual that links

    the subject's Essence with the House's.

     Next, the House must align itself with the crystal network.

    When there were skilled artisans and sorcerers to maintain andkeep up the network, this was rarely a problem--the

    Doorguard could count on there being a crystal beacon

    overhead, and could count on being able to trace a direct routethrough the network to the destination. Dragon-Bloods and the

    like must simply wait for the network to align itself to the

    House, although anyone skilled with Celestial Circle sorcery

    can actually draw a crystal into alignment.

    Once the House is aligned with the crystal network, then a jump point must be calculated. Once upon a time, Sidereal

    astronomers could make such calculations easily. The masters

    of the Heptagram have these star charts, and the Immaculates

    are advised by Air-aspected monks who are wise in suchways. Dragon-Bloods seeking to use the Imperial House must

    rely on scrying and visionary tools in order to fix a jump point.Finally, a Gatekeeper must ascend to the top of the transit

    chamber and strap herself into the throne at the sphere's apex.

    Once this is done, she must open herself to the Manse's

    Hearthstone. Solar Exalted attempting this need not roll

    although accessing and activating the jade power capacitors

    requires the expenditure of 15 motes of Essence. Other

    Celestial Exalted may also activate the House, but the cost is

    triple for them, and may require a Wits + Occult roll in orderto direct such large quantities of magic. Dragon-Blooded

    cannot activate a House of Doors, for their Essence is far too

    weak to set the crystalline clockworks in motion. Howeverthey may activate a House if they utilize a Hearthstone collar

     properly crafted to augment their own Essence (such a colla

    would be at least a 3-dot Artifact itself, the construction ofwhich would be limited to those intimately familiar with the

    unique workings of the Houses of Doors themselves).

    If all the above is performed properly, then the House will

    activate. Sunlight will be drawn into the house, absorbed by

    the moonsilver reflectors, and then directed into the transitchamber, creating a scintilating, shimmering matrix of light

    Simultaneously, a secondary beam will track out to the crysta

    network and be refracted throughout it, until it reaches a spotdirectly overhead the jump point. When the network was

    whole, this was rarely a problem. Nowadays, passengers musthope for the best--pinpoint jumps are a thing of the past, and

    most subjects will find themselves tens, if not hundreds, ofmiles from their actual destination. Once the jump has been

    completed, the House must wait a full month before another

     jump may be attempted. The jade capacitors must be fully

    charged, and magic no longer exists that can hasten the

    recharge time.In all, utilizing a House of Doors is a long, complicated, and

    dangerous process, but sometimes, the need to travel

    instantaneously outweighs the risks. It is hardly practical touse while travelling relatively short distances--say from Lord's

    Crossing to Arjuf. But when a troop of soldiers in the Imperia

    City needs to be in Lookshy the very next day, then the Houseof Doors may be employed, cutting a months-long voyage into

    a single day.

    If all goes as it should and everything proceeds accordingly, a

     jump to anywhere in Creation may be completed in under a

    day. Other factors may cause the travel time to be longer orshorter, at the Storyteller's discretion. The crystal network is

    always decaying, and usable prisms are becoming harder and

    harder to find. The Houses themselves show signs o breakdown and wear, from corroding orichalcum extracto

    rods to worn and rusting starmetal focusing mandalas.

    There are a number of things to keep in mind when using a

    House of Doors. First of all, all ritualizing can be done

    whenever the Doorguard finds time, but the actual jump itselfmust be made during the height of the day. Only when the sun

    is high in the sky can enough light be harnessed to trigger an

    actual jump. False light conjured through sorcery is useless-

    actual sunlight must be drawn through the lenses if the jump isto succeed. Secondly, as it is a beam of light making the

     journey, it is impossible to jump anywhere the light cannoreach. Hence, one cannot jump into an underground cave or a

     building. The one exception to this rule is when jumping

     between Houses--each House has a beacon crystal that can be

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    used to track in on other Houses, allowing a (more-or-less)

    safe transit between two House transit chambers. However,

    even heavy cloud cover at the jump point can throw the

    landing off. Lastly, unless one is actually jumping into another

    House of Doors, the transit is one-way. After the jump iscomplete, the light fades, and the subject finds itself

    (hopefully) at or near its destination. But there is no doorway

    or portal left to provide a trip back. Once the jump is finished,the subject must find its own way.

    The Houses can make excellent plot devices, useful for instant

    travel or story fodder. Imagine the power a Solar might haveat their fingertips if they were to stumble upon a functional

    House in the Threshold. Imagine the fight they'd have to go

    through in order to keep it! They can be as accurate or

    inaccurate as the story requires--after all, this was some pretty

    tricky magic, even during the First Age. In the end, use themas best suits the story, either as a get-there-fast solution or as

    the center of an ongoing Chronicle surrounding lost wonders

    fo the First Age.

    Hungry Chair, (The)  write by M

    Description :This is something I wrote for a writer friend of mine. His

     black desk chair is basically the same thing.

    During the times of the First Realm when powerful magics

    were commonplace, people of great power and influence often

    commissioned the construction of artifacts they could use intheir everyday life. This piece was crafted for Zekarius

    Shrubman of what would later become the Imperial City.

    Zekarius was a scribe and court functionary who traveled fromhis hometown of Thorns after the defeat of the Primordials to

    write about how the people of the Realm were adapting to the

     post-war climate. His papers gained notoriety amongst thecourts and rulers of the major city states in the Threshold, andhe was able to open a small printing shop to produce copies of

    his manuscripts. With his new found fame, Zekarius decided

    he needed some tools to help him stay at his desk longer so he

    could produce more. He commissioned a Master Craftsman toconstruct a special chair that was guaranteed to increase the

    amount of time he could spend in his study. To this end, the

    chair performed perfectly.The Hungry Chair appears like a simple black Yeddim leather

    desk chair a functionary might have in his office or study. To

    improve on its efficiency and comfort it can both swivel and

    roll on castors, allowing the user to move his office about

    without standing up. The simple leather cover and padding issuspended by a complex and arcane internal lattice made of

     pure soul-iron. Hidden inside the cushions is a single

    mummified pancreas from a Farae Lord.

    System :

    Writers, lawyers and scribes who perform their duties in thechair roll their WITS + ESSENCE after working in the chair

    for an hour. This roll adds to all writing or bureaucracy rolls

    made while using the chair as long as the writer continues to

    write without interruption and until the chair extracts its price

    The chair will magically aid the writer in ignoring the outside

    world, eliminating the need for food, rest, bathroom visits and

    so on. Every time a writing roll is made, the user must rol

    WILLPOWER against a number of dice equal to the numberof rolls made (1 for first roll, 2 for second, etc.) in a resisted

    action. Once this is failed, the chair will consume one point o

    temporary willpower and two hours of sleep for every successdifference between the user and the chair. Furthermore, the

    chair can use these stored willpower points (taken from the

    user) it order to achieve successes in future rolls. There is nolimit to how much willpower the chair can store.

    Guidestone, (The)  

    write by Winteredge

    Description :This modest golden pendant, roughly the size of a man's palm

    opens to reveal an Oricalcum needle spining atop a piece of

    white jade. When a holder looks upon the stone andconcentrates on a person or thing they know well, the needle

     points in the direction that person lies.

    System :The Guidestone does not require any commitment of essence

    and may be used by any individual whether they be exalted or

    not. In order to activate the stone, the user must concentrate on

    an object or person known well (for more than a year and a

    day). If the user does this, the needle will spin completelyaround before centering on the target's location.

    If the stone spins in a clockwise direction prior to centering on

    the target, then the target's destiny is generally a positive one.If the stone spins in a counter-clockwise direction, the target

    will most likely suffer a negative fate.

    This form of "fate sensing" is inconstant, sometimes producing a positive and then a negative fate for the same

    target, though a simple Perception + Occult roll at a difficulty

    of 2 will allow the user of the Guidestone to determine

    whether or not the spinning is "neutral" or "definite".

    In cases where the target has been completely destroyed, theneedle will either point to the remnants of the target (the body

    ashes, or pieces that formerly made up the target), or will

    simply spin wildly in a counterclockwise direction.Certain powerful concealing magic will cause the needle to

    likewise spin in a very fast counterclockwise direction.

    Jade Golem 

    write by WinteredgeDescription :

    These constructs were designed to serve as bodyguards to

    important Dragon Blooded in the first age. They were gifted

     by powerful Solar Exalted who crafted the golems using jadeand Orichalcum workings. Jade Golems were designed with

    subtlety in mind. Their white jade faces were often painted tolook remarkably human. Most are designed to appear small

    (roughly 4 1/2' tall) and apparently plump. Most were made to

    dress traditionally as servants with broad hats and loose

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